﻿#include <iostream>
#include <stdio.h>			// Header File For Standard Input/Output
#include <windows.h>		// Windows的头文件
#include <GL\glew.h>		// 包含最新的gl.h,glu.h库
#include <GL\glut.h>		// 包含OpenGL实用库
#include<GL\glaux.h>
#include<math.h>
#include<gl\gl.h>
#include <vector>

#include "model.h"
#include "helper.h"
#include "fontHelper.h"

#pragma comment( lib, "glaux.lib")

using namespace std;
/*
*		This Code Was Created By Jeff Molofee 2000
*		A HUGE Thanks To Fredric Echols For Cleaning Up
*		And Optimizing This Code, Making It More Flexible!
*		If You've Found This Code Useful, Please Let Me Know.
*		Visit My Site At nehe.gamedev.net
*/
//
//#include <windows.h>		// Header File For Windows
//#include <gl\gl.h>			// Header File For The OpenGL32 Library
//#include <gl\glu.h>			// Header File For The GLu32 Library
//#include <gl\glaux.h>		// Header File For The Glaux Library

HDC			hDC = NULL;		// Private GDI Device Context
HGLRC		hRC = NULL;		// Permanent Rendering Context
HWND		hWnd = NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active = TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen = TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
bool	blend;				// Blending ON/OFF
bool	bp;					// B Pressed?
bool	fp;					// F Pressed?

const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;

GLfloat	yrot;				// Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat	z = 0.0f;				// Depth Into The Screen
GLuint	filter = 2;				// Which Filter To Use
GLuint	texture[4];			// Storage For 3 Textures

const int n = 360;
const GLfloat R = 0.05f;
const GLfloat Pi = 3.1415926536f;

double xleg = 250;
int flag = 0;
int flagarm = 0;
double xarm = 230;
static GLfloat test = 2;
float move = 1;


double lookx = 2, looky = 0, lookz = 0;
double mousex = 0, mousey = 0, mousez = 2;
int numofwall = 90;
float xLoc, zLoc;

extern Model mBody, mLHand, mRHand, mLLeg, mRLeg;

struct wallcenter
{
	float x, y, z;
};

struct Wall {
	float x1, z1, x2, z2;
};

vector<Wall> wallList;
int countwall=0;

typedef struct tagVERTEX
{
	float x, y, z;
	float u, v;
} VERTEX;

typedef struct tagTRIANGLE
{
	VERTEX vertex[3];
} TRIANGLE;

typedef struct tagSECTOR
{
	int numtriangles;
	TRIANGLE* triangle;
} SECTOR;

void findwallcenter(tagTRIANGLE t, wallcenter*& collection)
{
	float midx, midy, midz;
	for (int i = 0; i < 3; i++)
	{
		float x1, y1, z1, x2, y2, z2;
		x1 = t.vertex[i].x - t.vertex[(i + 1) % 3].x;
		y1 = t.vertex[i].y - t.vertex[(i + 1) % 3].y;
		z1 = t.vertex[i].z - t.vertex[(i + 1) % 3].z;
		x2 = t.vertex[i].x - t.vertex[(i + 2) % 3].x;
		y2 = t.vertex[i].y - t.vertex[(i + 2) % 3].y;
		z2 = t.vertex[i].z - t.vertex[(i + 2) % 3].z;
		if (fabs(x1*x2 + y1*y2 + z1*z2) <= 0.001) {
			collection[countwall].x = (t.vertex[(i + 1) % 3].x + t.vertex[(i + 2) % 3].x) / 2;
			collection[countwall].y = (t.vertex[(i + 1) % 3].y + t.vertex[(i + 2) % 3].y) / 2;
			collection[countwall].z = (t.vertex[(i + 1) % 3].z + t.vertex[(i + 2) % 3].z) / 2;
			countwall++;
			break;
		}
	}
}

bool isFloor(tagTRIANGLE t) {
	if (fabs(t.vertex[0].y - t.vertex[1].y) <= 0.001 && fabs(t.vertex[2].y - t.vertex[1].y) <= 0.001)
		return true;
	return false;
}

void updatePalyerLoc(float newxpos, float newzpos, float newyrot) {
	/*float aRot[] = { cos(yrot*piover180), 0, -sin(yrot*piover180), 0,
	0, 1, 0, 0,
	sin(yrot*piover180), 0, cos(yrot*piover180), 0,
	0, 0, 0, 1 };
	float aTrans[] = { xpos, 0, zpos, 1 };
	Mat mRot = Mat(4, 4, CV_32F, aRot);
	Mat mLoc = Mat(4, 1, CV_32F, aTrans);
	mLoc = mRot*mLoc;
	xLoc = mLoc.at<float>(0);
	zLoc = mLoc.at<float>(2);*/
	xLoc = newxpos;
	zLoc = newzpos;
	xpos = newxpos;
	zpos = newzpos;
}

float calcPoint2PointDis(float x1, float z1, float x2, float z2) {
	return sqrt((x1 - x2)*(x1 - x2) + (z1 - z2)*(z1 - z2));
}

float calcPoint2LineSegmentDis(float xa, float za, float xb, float zb, float x3, float z3) {
	float a, b, c;
	a = calcPoint2PointDis(xb, zb, x3, z3);
	if (a <= 0.00001)
		return 0.0f;
	b = calcPoint2PointDis(xa, za, x3, z3);
	if (b <= 0.00001)
		return 0.0f;
	c = calcPoint2PointDis(xa, za, xb, zb);
	if (c <= 0.00001)
		return a;

	if (a*a >= b*b + c*c)  
		return b;
	if (b*b >= a*a + c*c)   
		return a;

	float l = (a + b + c) / 2;
	float s = sqrt(l*(l - a)*(l - b)*(l - c));
	return 2 * s / c;
}

SECTOR sector1;				// Our Model Goes Here:

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

void readstr(FILE *f, char *string)
{
	do
	{
		fgets(string, 255, f);
	} while ((string[0] == '/') || (string[0] == '\n'));
	return;
}

void addWall(TRIANGLE t) {
	int a, b;
	float x1, x2, z1, z2;
	if (fabs(t.vertex[0].y - t.vertex[1].y) <= 0.0001) {
		a = 0; b = 2;
	} else if (fabs(t.vertex[0].y - t.vertex[2].y) <= 0.0001) {
		a = 0; b = 1;
	} else {
		a = 1; b = 2;
	}
	x1 = t.vertex[a].x;
	x2 = t.vertex[b].x;
	z1 = t.vertex[a].z;
	z2 = t.vertex[b].z;
	if (!wallList.empty()) {
		float xx1, xx2, zz1, zz2;
		xx1 = (wallList.end() - 1)->x1;
		xx2 = (wallList.end() - 1)->x2;
		zz1 = (wallList.end() - 1)->z1;
		zz2 = (wallList.end() - 1)->z2;
		if (abs(x1 - xx1) + abs(z1 - zz1) + abs(x2 - xx2) + abs(z2 - zz2) <= 0.001 ||
			abs(x1 - xx2) + abs(z1 - zz2) + abs(x2 - xx1) + abs(z2 - zz1) <= 0.001)
			return;
	}
	Wall newWall;
	newWall.x1 = x1;
	newWall.x2 = x2;
	newWall.z1 = z1;
	newWall.z2 = z2;
	wallList.push_back(newWall);
}

bool detectCollision(float x, float z) {
	for (int i = 0; i < wallList.size(); i++) {
		if (calcPoint2LineSegmentDis(wallList[i].x1, wallList[i].z1, wallList[i].x2, wallList[i].z2, x, z) < 0.2)
			return true;
	}
	return false;
}

void SetupWorld()
{
	float x, y, z, u, v;
	int numtriangles;
	FILE *filein;
	char oneline[255];
	filein = fopen("data.txt", "rt");				// File To Load World Data From

	readstr(filein, oneline);
	sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);

	sector1.triangle = new TRIANGLE[numtriangles];
	sector1.numtriangles = numtriangles;
	for (int loop = 0; loop < numtriangles; loop++)
	{
		for (int vert = 0; vert < 3; vert++)
		{
			readstr(filein, oneline);
			sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
			sector1.triangle[loop].vertex[vert].x = x;
			sector1.triangle[loop].vertex[vert].y = y;
			sector1.triangle[loop].vertex[vert].z = z;
			sector1.triangle[loop].vertex[vert].u = u;
			sector1.triangle[loop].vertex[vert].v = v;
		}
		if (!isFloor(sector1.triangle[loop])) {
			addWall(sector1.triangle[loop]);
		}
	}
	fclose(filein);
	return;
}
int LoadGLTextures()                                    // Load Bitmaps And Convert To Textures
{
	int Status = FALSE;                               // Status Indicator

	AUX_RGBImageRec *TextureImage[1];               // Create Storage Space For The Texture

	memset(TextureImage, 0, sizeof(void *)* 1);        // Set The Pointer To NULL

	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if (TextureImage[0] = LoadBMP("Data/Crate.bmp"))
	{
		Status = TRUE;                            // Set The Status To TRUE

		//performed outside this function because of font texture.
		//glGenTextures(3, &texture[0]);          // Create Three Textures

		// Create Nearest Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[0]);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

		// Create Linear Filtered Texture
		glBindTexture(GL_TEXTURE_2D, texture[1]);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);

		glBindTexture(GL_TEXTURE_2D, NULL);
		//// Create MipMapped Texture
		glBindTexture(GL_TEXTURE_2D, texture[2]);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
	}
	if (TextureImage[0])                            // If Texture Exists
	{
		if (TextureImage[0]->data)              // If Texture Image Exists
		{
			free(TextureImage[0]->data);    // Free The Texture Image Memory
		}

		free(TextureImage[0]);                  // Free The Image Structure
	}

	return Status;                                  // Return The Status
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height == 0)										// Prevent A Divide By Zero By
	{
		height = 1;										// Making Height Equal One
	}

	glViewport(0, 0, width, height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

// Added by Jiadi Yaang

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{ 
	glGenTextures(4, &texture[0]);
	if (!LoadGLTextures())								// Jump To Texture Loading Routine
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}
	LoadGLFontTextureTo(texture[3]);

	glewInit();


	BuildFont(texture[3]);										// Build The Font

	//fog setup
	glFogi(GL_FOG_MODE, GL_LINEAR);						
	GLfloat	fogColor[4] = {0.5f, 0.0f, 0.0f, 1.0f};	
	glFogfv(GL_FOG_COLOR, fogColor);			
	glFogf(GL_FOG_START, 1.0f);				
	glFogf(GL_FOG_END, 0.0f);				
	glHint(GL_FOG_HINT, GL_NICEST);				
	glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);




	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);					// Set The Blending Function For Translucency
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// This Will Clear The Background Color To Black
	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LESS);								// The Type Of Depth Test To Do
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glEnable(GL_COLOR_MATERIAL);
	glDisable(GL_CULL_FACE);

	// Setup Model Light
	glEnable(GL_LIGHT0);

	glEnable(GL_LIGHTING);
	GLfloat globel_ambient[] = { 1.0f, 1.0f, 1.0f, 1.0f };
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, globel_ambient);
	glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_NORMALIZE);


	if (getenv("MODEL_IS_BROKEN"))
		glFrontFace(GL_CW);
	glColorMaterial(GL_FRONT, GL_AMBIENT);
	glColorMaterial(GL_BACK, GL_AMBIENT);
	// end Setup Model

	SetupWorld();

	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();									// Reset The View

	GLfloat x_m, y_m, z_m, u_m, v_m;
	GLfloat xtrans = -xpos;
	GLfloat ztrans = -zpos;
	GLfloat ytrans = -walkbias - 0.25f;
	GLfloat sceneroty = 360.0f - yrot;

	int numtriangles;
	// xuanzhuan

	gluLookAt(lookz, looky, lookx, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);










	glRotatef(lookupdown, 1.0f, 0, 0);
	//glTranslatef(xtrans, ytrans, ztrans);
	glRotatef(sceneroty, 0.0, 1.0f, 0.0);

	glTranslatef(xtrans, ytrans, ztrans);

	glBindTexture(GL_TEXTURE_2D, texture[filter]);

	numtriangles = sector1.numtriangles;

	// Process Each Triangle
	for (int loop_m = 0; loop_m < numtriangles; loop_m++)
	{
		//glBegin(GL_LINES);								// Drawing Using Triangles
		//glVertex3f(sector1.triangle[loop_m].vertex[0].x, 
		//	sector1.triangle[loop_m].vertex[0].y,
		//	sector1.triangle[loop_m].vertex[0].z);					// Top
		//glVertex3f(sector1.triangle[loop_m].vertex[1].x,
		//	sector1.triangle[loop_m].vertex[1].y,
		//	sector1.triangle[loop_m].vertex[1].z);				// Bottom Left
		//glVertex3f(sector1.triangle[loop_m].vertex[2].x,
		//	sector1.triangle[loop_m].vertex[2].y,
		//	sector1.triangle[loop_m].vertex[2].z);						// Bottom Right
		//glEnd();

		glBegin(GL_TRIANGLES);
		glColor3f(1.0f, 1.0f, 1.0f);
		glNormal3f(0.0f, 0.0f, 1.0f);
		x_m = sector1.triangle[loop_m].vertex[0].x;
		y_m = sector1.triangle[loop_m].vertex[0].y;
		z_m = sector1.triangle[loop_m].vertex[0].z;
		u_m = sector1.triangle[loop_m].vertex[0].u;
		v_m = sector1.triangle[loop_m].vertex[0].v;
		glTexCoord2f(u_m, v_m);
		glVertex3f(x_m, y_m, z_m);

		x_m = sector1.triangle[loop_m].vertex[1].x;
		y_m = sector1.triangle[loop_m].vertex[1].y;
		z_m = sector1.triangle[loop_m].vertex[1].z;
		u_m = sector1.triangle[loop_m].vertex[1].u;
		v_m = sector1.triangle[loop_m].vertex[1].v;
		glTexCoord2f(u_m, v_m);
		glVertex3f(x_m, y_m, z_m);

		x_m = sector1.triangle[loop_m].vertex[2].x;
		y_m = sector1.triangle[loop_m].vertex[2].y;
		z_m = sector1.triangle[loop_m].vertex[2].z;
		u_m = sector1.triangle[loop_m].vertex[2].u;
		v_m = sector1.triangle[loop_m].vertex[2].v;
		glTexCoord2f(u_m, v_m);
		glVertex3f(x_m, y_m, z_m);
		glEnd();
	}

	glBindTexture(GL_TEXTURE_2D, NULL);
	//glMatrixMode(GL_PROJECTION);
	//glLoadIdentity();
	//gluPerspective(50, 1, 1, 4);
	//glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	//gluLookAt(0, 0, 0, 0, 0, 0, 0, 1, 0); //z 指向读者
	gluLookAt(lookx, looky, lookz, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
	//gluLookAt(0.0, -2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);

	glTranslatef(0, 0.55f, 0.0f);
	//glutSolidSphere(0.1, 20, 20);
	glTranslatef(0, -0.55f, 0.0f);




	//glLineStipple(2, 0x0F0F);
	glLineWidth(10.0f);
	//glTranslatef(test, 0.0, 0.0);//注意这里的spin为静态的全局变量


	//glBegin(GL_POLYGON);


	//for (int i = 0; i < n; ++i)
	//	glVertex2f(R*cos(2 * Pi / n*i) + 0.001f*test, R*sin(2 * Pi / n*i) + 0.65);
	//glEnd();

	glBegin(GL_LINES);
	glVertex3f(0.0f + 0.001f*test, 0.0f, 0.0f);
	glVertex3f(0.0f + 0.001f*test, 0.5f, 0.0f);
	//one arm
	glBegin(GL_LINES);
	glVertex3f(0.0f + 0.001f*test, 0.3f, 0.0f);
	glVertex3f(0.3*cos(2 * Pi / n*xarm) + 0.001f*test, 0.3*sin(2 * Pi / n*xarm) + 0.3, 0.15f);

	glBegin(GL_LINES);
	glVertex3f(0.3*cos(2 * Pi / n*xarm) + 0.001f*test, 0.3*sin(2 * Pi / n*xarm) + 0.3, 0.15f);
	glVertex3f(0.0f + 0.001f*test + 0.3*cos(2 * Pi / n*xarm) + 0.25*cos(2 * Pi / n*(xarm - 60)), 0.3f + 0.3*sin(2 * Pi / n*xarm) + 0.25*sin(2 * Pi / n*(xarm - 60)), 0.1f);
	//another arm
	glBegin(GL_LINES);
	glVertex3f(0.0f + 0.001f*test, 0.3f, 0.0f);
	glVertex3f(0.3*cos(2 * Pi / n*(180 - xarm)) + 0.001f*test, 0.3*sin(2 * Pi / n*(180 - xarm)) + 0.3, -0.15f);

	glBegin(GL_LINES);
	glVertex3f(0.3*cos(2 * Pi / n*(180 - xarm)) + 0.001f*test, 0.3*sin(2 * Pi / n*(180 - xarm)) + 0.3, -0.15f);
	glVertex3f(0.3*cos(2 * Pi / n*(180 - xarm)) + 0.25*cos(2 * Pi / n*(180 - xarm - 60)) + 0.0f + 0.001f*test, 0.3*sin(2 * Pi / n*(180 - xarm)) + 0.25*sin(2 * Pi / n*(180 - xarm - 60)) + 0.3f, -0.1f);
	//one leg
	glBegin(GL_LINES);
	glVertex3f(0.0f + 0.001f*test, 0.0f, 0.0f);
	glVertex3f(0.4*cos(2 * Pi / n*xleg) + 0.001f*test, 0.4*sin(2 * Pi / n*xleg), -0.06f);


	glBegin(GL_LINES);
	glVertex3f(0.4*cos(2 * Pi / n*xleg) + 0.001f*test, 0.4*sin(2 * Pi / n*xleg), -0.06f);
	glVertex3f(0.0f + 0.001f*test + 0.4*cos(2 * Pi / n*xleg) + 0.4*cos(2 * Pi / n*(xleg + 30)), 0.4*sin(2 * Pi / n*(xleg + 30)) + 0.0f + 0.4*sin(2 * Pi / n*xleg), -0.06f);

	//another leg
	glBegin(GL_LINES);
	glVertex3f(0.0f + 0.001f*test, 0.0f, 0.0f);
	glVertex3f(0.4*cos(2 * Pi / n*(180 - xleg)) + 0.001f*test, 0.4*sin(2 * Pi / n*(180 - xleg)), 0.06f);

	glBegin(GL_LINES);
	glVertex3f(0.4*cos(2 * Pi / n*(180 - xleg)) + 0.4*cos(2 * Pi / n*(180 - xleg + 30)) + 0.0f + 0.001f*test, 0.4*sin(2 * Pi / n*(180 - xleg + 30)) + 0.4*sin(2 * Pi / n*(180 - xleg)) + 0.0f, 0.06f);
	glVertex3f(0.4*cos(2 * Pi / n*(180 - xleg)) + 0.001f*test, 0.4*sin(2 * Pi / n*(180 - xleg)), 0.06f);


	// Added by Jiadi Yang
	//displayModel();

	// End Jiadi Yang

	glEnd();




	displayModels();

	glEnable(GL_FOG);	
	glBegin(GL_QUADS);
	//glColor3f(0.0f,1.0f,0.0f);		
	glFogCoordfEXT( 1.0f);	
	glVertex3f(-25.5f,-2.5f,-15.0f);
	glFogCoordfEXT( 0.0f);	
	glVertex3f( 5.5f,-2.5f,-15.0f);
	glFogCoordfEXT( 0.0f);	
	glVertex3f( 5.5f,-2.5f, 0.0f);
	glFogCoordfEXT( 1.0f);	
	glVertex3f(-25.5f,-2.5f, 0.0f);
	glEnd();
	glDisable(GL_FOG);
	
	
	glLoadIdentity();									// Reset The View

	glEnable(GL_BLEND);									// Enable Blending
	// Pulsing Colors Based On Text Position
	glColor3f(1.0f,1.0f,0);
	glPrint(texture[3], 20,20,"NeHe",false);		// Print GL Text To The Screen

	return TRUE;										// Everything Went OK
}




GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL, 0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL, NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL, "Release Of DC And RC Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL, "Release Rendering Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
		}
		hRC = NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd, hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
		hDC = NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL, "Could Not Release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
		hWnd = NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL", hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL, "Could Not Unregister Class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
		hInstance = NULL;									// Set hInstance To NULL
	}

	KillFont();											// Kill The Font
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
*	title			- Title To Appear At The Top Of The Window				*
*	width			- Width Of The GL Window Or Fullscreen Mode				*
*	height			- Height Of The GL Window Or Fullscreen Mode			*
*	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
*	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left = (long)0;			// Set Left Value To 0
	WindowRect.right = (long)width;		// Set Right Value To Requested Width
	WindowRect.top = (long)0;				// Set Top Value To 0
	WindowRect.bottom = (long)height;		// Set Bottom Value To Requested Height

	fullscreen = fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance = GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc = (WNDPROC)WndProc;					// WndProc Handles Messages
	wc.cbClsExtra = 0;									// No Extra Window Data
	wc.cbWndExtra = 0;									// No Extra Window Data
	wc.hInstance = hInstance;							// Set The Instance
	wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground = NULL;									// No Background Required For GL
	wc.lpszMenuName = NULL;									// We Don't Want A Menu
	wc.lpszClassName = "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL, "Failed To Register The Window Class.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}


	dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
	dwStyle = WS_OVERLAPPEDWINDOW;							// Windows Style


	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd = CreateWindowEx(dwExStyle,							// Extended Style For The Window
		"OpenGL",							// Class Name
		title,								// Window Title
		dwStyle |							// Defined Window Style
		WS_CLIPSIBLINGS |					// Required Window Style
		WS_CLIPCHILDREN,					// Required Window Style
		0, 0,								// Window Position
		WindowRect.right - WindowRect.left,	// Calculate Window Width
		WindowRect.bottom - WindowRect.top,	// Calculate Window Height
		NULL,								// No Parent Window
		NULL,								// No Menu
		hInstance,							// Instance
		NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Window Creation Error.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd =				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};

	if (!(hDC = GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Can't Find A Suitable PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!SetPixelFormat(hDC, PixelFormat, &pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Can't Set The PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC = wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Can't Create A GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!wglMakeCurrent(hDC, hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Can't Activate The GL Rendering Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd, SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL, "Initialization Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(HWND	hWnd,			// Handle For This Window
						 UINT	uMsg,			// Message For This Window
						 WPARAM	wParam,			// Additional Message Information
						 LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
	case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active = TRUE;						// Program Is Active
			}
			else
			{
				active = FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

	case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
			case SC_SCREENSAVE:					// Screensaver Trying To Start?
			case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

	case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

	case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

	case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

	case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

int loadModels() { // Load the models of the minion
	if (0 != loadasset(MODELPATH_LH, mLHand)) return 1;
	if (0 != loadasset(MODELPATH_RH, mRHand)) return 1;
	if (0 != loadasset(MODELPATH_LL, mLLeg)) return 1;
	if (0 != loadasset(MODELPATH_RL, mRLeg)) return 1;
	if (0 != loadasset(MODELPATH_BD, mBody)) return 1;

	return 0;
}



int WINAPI WinMain(HINSTANCE	hInstance,			// Instance
				   HINSTANCE	hPrevInstance,		// Previous Instance
				   LPSTR		lpCmdLine,			// Command Line Parameters
				   int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done = FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	//if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
	//{
	//	fullscreen = FALSE;							// Windowed Mode
	//}

	// Create Our OpenGL Window
	if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	if (0 != loadModels() ) {
		return 0;
	}


	int cnt = 0;

	while (!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message == WM_QUIT)				// Have We Received A Quit Message?
			{
				done = TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				cout << cnt++;
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			//test = test + 0.01;
			cnt++;
			if (xleg > 290.0)
				flag = 1;
			if (xleg < 250.0)
				flag = 0;
			if (flag == 0)
			{
				xleg = xleg + 0.02;
			}
			else xleg = xleg - 0.02;

			if (xarm > 350.0)
				flagarm = 1;
			if (xarm < 200.0)
				flagarm = 0;
			if (flagarm == 0)
			{
				xarm = xarm + 0.075;
			}
			else xarm = xarm - 0.075;

			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done = TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
				if (keys['B'] && !bp)
				{
					bp = TRUE;
					blend = !blend;
					if (!blend)
					{
						glDisable(GL_BLEND);
						glEnable(GL_DEPTH_TEST);
					}
					else
					{
						glEnable(GL_BLEND);
						glDisable(GL_DEPTH_TEST);
					}
				}
				if (!keys['B'])
				{
					bp = FALSE;
				}

				if (keys['Q'] && !fp)
				{
					fp = TRUE;
					filter += 1;
					if (filter>2)
					{
						filter = 0;
					}
				}
				if (!keys['F'])
				{
					fp = FALSE;
				}

				if (keys[VK_PRIOR])
				{
					z -= 0.02f;
				}

				if (keys[VK_NEXT])
				{
					z += 0.02f;
				}

				if (keys[VK_UP])
				{

					float newxpos = xpos - (float)sin(heading*piover180) * 0.002f;
					float newzpos = zpos - (float)cos(heading*piover180) * 0.002f;
					if (!detectCollision(newxpos, newzpos)) {
						updatePalyerLoc(newxpos, newzpos, yrot);
						if (walkbiasangle >= 359.0f)
						{
							walkbiasangle = 0.0f;
						}
						else
						{
							walkbiasangle += 10;
						}
						walkbias = (float)sin(walkbiasangle * piover180) / 20.0f;
					}
				}
				if (keys['A'])
					lookx = lookx + 0.01;
				if (keys['S'])
					lookx = lookx - 0.01;
				if (keys['D'])
					looky = looky + 0.01;
				if (keys['G'])
					lookz = lookz + 0.01;
				if (keys['F'])
					looky = looky - 0.01;
				if (keys['H'])
					lookz = lookz - 0.01;



				if (keys[VK_DOWN])
				{
					float newxpos = xpos + (float)sin(heading*piover180) * 0.002f;
					float newzpos = zpos + (float)cos(heading*piover180) * 0.002f;
					if (!detectCollision(newxpos, newzpos)) {
						updatePalyerLoc(newxpos, newzpos, yrot);
						if (walkbiasangle <= 1.0f)
						{
							walkbiasangle = 359.0f;
						}
						else
						{
							walkbiasangle -= 10;
						}
						walkbias = (float)sin(walkbiasangle * piover180) / 20.0f;
					}
				}

				if (keys[VK_RIGHT])
				{
					heading -= 0.25f;
					yrot = heading;
					updatePalyerLoc(xpos, zpos, yrot);
				}

				if (keys[VK_LEFT])
				{
					heading += 0.25f;
					yrot = heading;
					updatePalyerLoc(xpos, zpos, yrot);
				}

				if (keys[VK_PRIOR])
				{
					lookupdown -= 0.01f;
				}

				if (keys[VK_NEXT])
				{
					lookupdown += 0.01f;
				}

				if (keys[VK_F1])						// Is F1 Being Pressed?
				{
					keys[VK_F1] = FALSE;					// If So Make Key FALSE
					KillGLWindow();						// Kill Our Current Window
					fullscreen = !fullscreen;				// Toggle Fullscreen / Windowed Mode
					// Recreate Our OpenGL Window
					if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen))
					{
						return 0;						// Quit If Window Was Not Created
					}
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();										// Kill The Window
	return (msg.wParam);								// Exit The Program
}
